Beta 15 X1 Prelease: Super Experimental?!
Added 2024-11-05 07:15:13 +0000 UTCNo, not the Z-kind of experimental, today we have a new build! And it's super experimental! Why? It changes a fundamental aspect of Cogmind that's been deeply rooted in the gameplay since the beginning, for better or worse... We shall find out soon which it is.
The change: Extermination and Assault dispatches no longer target you directly!
They do head to your general area, and they have somewhat different behavior (don't expect them to act like patrols), but they do not get free targeting info and still have to find you all the same once they reach the area. This means you still have an opportunity to avoid them, or maybe end up meeting them later than expected or planned.
Such an important change has quite a few strategic implications, and the overall effect will vary depending on build and player skill level, so I'm eager to see how it turns out over the coming weeks. I'll refrain from saying too much for now, but will be watching on Discord to see how it turns out, as well as continue some of my own runs.
That said, I already did one stream earlier today where I talked a bit about the experiment and its effects, once out of the early game anyway, as well as eventually got to see one of the new parts and their mechanics to discuss that. Haven't quite gotten to the part where we actually use them yet, but that wasn't the focus of the run anyway, just a happy accident :D
Beta 15 Status
Progress on Beta 15 is good, with pretty much all non-major features complete. The legs that were voted for earlier have been fully implemented, with even more bonus legs/mechanics thrown in for fun, and there's a bunch of QoL stuff and balance adjustments, including the KI cannon buff.
All that remains to do is a pair of major events, and a new map and ending, so yeah still a lot of work left, but at least anything that doesn't fall under that plot umbrella is done with, aside from of course residual changes that will need to happen if the change to exterminations/assaults become permanent.
As such, the changelog is already pretty decent.
Changelog
EXPERIMENT: Exterminations/Assaults no longer track Cogmind
EXPERIMENT: Cogmind parts no longer immune to disruption
NEW: 7 new items
NEW: 5 new encounters
NEW: 1 new event
NEW: 1 new robot [robot itself not coming until full release]
NEW: ? new sound effects (total = ?) [to tally]
NEW: Reverse info comparison between two items via new REVERSE button (or 'r' key)
NEW: Info page for individual allies shows damage and kill tallies
NEW: Evolution interface supports arrow/numpad/hjkl key control
NEW: On-map item label category filters also reset when using keyboard mass labeling command or corresponding Scan window mouse button
NEW: Mouse wheel also capable of cycling on-map item categories while items mass labeled
NEW: In keyboard mode, 'r' may be held as a modifier to jump the examine/targeting cursor in combination with vi-keys/arrows/numpad, as with Shift-Numpad
NEW: Interactive machine data obtained indirectly via terrain scanning, Derelicts logs, etc. added to intel
NEW: Additional details provided in effect description of a certain unique Exoskeleton
NEW: HUD borders animated in purple while under effect of Stasis Trap or Containment Facilitator
NEW: Animation and audio feedback in parts list for forced removal due to causes such as blast/sever/sunder crits and Segregators, Tearclaws, etc
NEW: PSU Rigger capable of toggling manual timer for rigged power source detonation, akin to Sapper Charges
NEW: Encrypted Comm Array detects and labels nearby friendly ambush traps, even from inventory
NEW: Repair Station with repair in progress may drop the part upon being disabled
NEW: Some types of intel markers darken after a while has passed since first learned, especially for those representing former positions of mobile objects
NEW: Unique audio feedback for skim results
NEW: Culmunation of the large-scale -2/Research event gives access to Cave Seal Controls
NEW: Using a certain route enables Scrap Engine theft without angering UFD
NEW: Added full description to Compactor
NEW: Core reset effect also marks redacted exoskeleton position with hypermatrix surge
NEW: F2 for toggling keyboard mode also works in machine hacking window
NEW: Scoresheet includes more specific breakdown of alert sources
NEW: Scoresheet Intel section includes infowar usage breakdown
NEW: Scoresheet records number of average and unused spare parts
NEW: Scoresheet includes relevant Membrane/ITN/NEM data in status summary
NEW: Scoresheet includes robot disruption stats
NEW: Scoresheet lists Repaired parts in centralized format as well, as with Fabricated objects
NEW: A-bots destroyed specifically via DC code also recorded among NPC kills in scoresheet, as is GM if explosion triggered via hack
NEW: Option to display total move time required to reach destination while higlighting path via Ctrl-Alt (advanced.cfg: dynamicPathDistanceTime)
NEW: Options to automatically mark discovered stationary Heavies/Behemoths via map comments (advanced.cfg: autocommentHeavies/autocommentBehemoths)
NEW: Option to also show map-specific turn count in HUD (advanced.cfg: hudMapTurnCount)
NEW: Option to override the longer temporary movement block duration when warned of extremely slow movement (advanced.cfg: extremeSlowMoveSpeedBlockTime)
NEW: Option to override timeout duration while drag-dropping an item via mouse (advanced.cfg: dragDropTimeout)
NEW: Option enabling custom input methods to rebind the continuous "running" movement modifier (advanced.cfg: runCommandModKey)
NEW: [Player 2 mode] Player 2 included in ending animation
MOD: Dropped heat of most kinetic cannons by 15%
MOD: Increased average kinetic cannon coverage by 10%, integrity by 20%
MOD: Increased damage of some Linear Accelerators
MOD: Diametric Drive energy cost reduced from 1 to 0.5
MOD: Diametric Drive, Cld. Cesium-ion Thruster integrity increased
MOD: Heart of Steel coverage and integrity increased significantly, but destroyed on removal
MOD: Matter Drive size/energy decreased, coverage increased, now fragile
MOD: Alien consumables reduced to 0 coverage, given differentiated integrity values
MOD: Significantly decreased audio range of Micro-nuke detonation
MOD: Increased frequency of multiple rare Zion dialogues
MOD: Prototype non-controllable allies appear light purple instead of retaining crimson override color
MOD: Botcubes have their own robot class
MOD: Main maps also have spawn protection against Behemoths being stationed immediately nearby
MOD: Natural influence decay applied more gradually over time, rather than in large chunks at greater intervals
MOD: Siege mode accuracy bonus reduced to +15%/25% for Standard/High siege
MOD: Fully transitioning into/out of siege mode requires 7 turns instead of 5
MOD: Siege Articulator effect increased from 2 to 3
MOD: "Siege" stat listed in part info replaced with more generic "Special" for treads/legs to accommodate new alternative mechanics
MOD: Flashing characters for on-map siege mode activation now red instead of yellow
MOD: Siege-capable treads contribute towards TANK designation for build classification
MOD: Restarting a disrupted ally via bumping always succeeds
MOD: Allies from Ambush Traps switched from generic purple to W faction
MOD: Relay Coupler [Swarmer] base value reduced from 28 to normal (20)
MOD: Botcubes capable of using Expert System
MOD: Scrap Shield delivery ignores those in temporary slots, regardless of integrity, so long as have another in inventory
MOD: Armed mutual allies capable of swapping with one another in more circumstances
MOD: Index(Terminals) and equivalents exclude limited-access door control Terminals
MOD: Handful of unique manual Terminal hacks not listed in menu now accepted without "\\" prefix
MOD: Attacks on controllable or temporary allies don't count as Friendly Fire for scoring purposes
MOD: Warnings and intermap transfer when followed by multitile allies at exits consider all ally-occupied positions rather than top-left corner
MOD: Data Miner responds more naturally to more types of potential hostilities
MOD: Main Warlord cache moved to its own room
MOD: Decramped some prefab areas containing salvagable robots or scrap to streamline salvaging process
MOD: Exiles also discover theft in Storage if reached before Factory
MOD: More position-specific dialogue messages accompanied by on-map indicators
MOD: Most scene messages from log also reflected at bottom of map view
MOD: Map particle rendering order inverted, may impact some animations
MOD: Parts Attached section of scoresheet only counts each unique part once even if reattached
MOD: Further optimized rendering enables even smoother FPS under some conditions, especially in tiles mode during heavy movement or animations [Luigi]
FIX: New ratio example in ITN effect description used incorrect formula [R-26 Lightspeed]
FIX: Surgeons would repair permanently broken allies [R-26 Lightspeed]
FIX: Hacking Ranger analysis would also give DRS Ranger analysis, even though no such analysis exists [R-26 Lightspeed]
FIX: Watchers did not show visualization on alerting a nearby ARC outside FOV [R-26 Lightspeed]
FIX: Hovering over map comments that would left orient due to extending beyond right edge of map view mispositioned them for one frame [R-26 Lightspeed]
FIX: Info page for currently inactive robots could still display (Transmission) in CInfo [R-26 Lightspeed]
FIX: Scan window listed known Emergency Access doors as Wall [R-26 Lightspeed]
FIX: Some known branch entrances may appear as stairs instead of doors under certain circumstances [R-26 Lightspeed, Mr Goldstein, RNGesus]
FIX: Controllable allies list did not update immediately under a specific FOV change scenario [R-26 Lightspeed, N.W.L.]
FIX: Remote shields might work through closed heavy doors at certain angles [N.W.L.]
FIX: AI hostile to 0b10 inside Garrison was unable to finish approaching Hunter known to be in a phase wall outside LOS while known to Hunter [N.W.L.]
FIX: Crash if multiple non-full Junk Cannons attempted to consume same item [MitchellFJN]
FIX: [RPGLIKE mode] Cobbler Unit effect was blocked in RPGLIKE mode rather than Pay2Buy [MitchellFJN]
FIX: Joining UFD then hitting a Garrison caused two simultaneous major NPC dialogues in a later base [MitchellFJN]
FIX: New special item teleportation effect could trigger while in Recycler inventory [MitchellFJN]
FIX: Allies would shoot otherwise permanently rewireable 0b10 combat bots in some areas [CaptainWinky]
FIX: Crash on successfully prematurely reactivating disrupted controllable adjacent ally via bumping or melee Datajack [CaptainWinky]
FIX: Immediate misfires due to attaching corrupted weapon could apply to those that cannot be misfired [Hermelin]
FIX: Tech Extrapolator provided schematic for Structural Scanner instead of DSS [Hermelin]
FIX: Replica Nuclear Reactor colored as explosive in audio log despite not having explosive properties [Maiker]
FIX: Incomplete Asb. Focal Cannon could attempt to misfire due to system corruption [syanka_creature]
FIX: Influence for off-turn spotting still applied even if Cogmind visible on AI's next turn, especially relevant when fighting Sentries [DDarkray]
FIX: Main interface still active during imprinting process [Pimski]
FIX: New special weapon was unintentionally capable of earning "Sunderer" achievement [UberDoot]
FIX: New Plasma Cutter machine dismantling ability left explosive machines exposive if indirectly destabilized [Darby]
FIX: Certain loadout-modifying operations could cause display issues if carried out while unsorted parts in process of being sorted [polar]
FIX: Crash on restarting a new run after a certain extended win (w7) achieved through unusual circumstances [aoemica]
FIX: Superfluous combat log message referencing "EVENT_MARKER" could occur under certain circumstances [Mrjoebobfred]
FIX: Typos [Cherman0, Maiker]
FIX: Not all overload-modified values on part info page were marked by *, including weapon and power source energy/heat, and propulsion resources
FIX: Properly stop the potential infinite typing sound at Terminals under conditions such as retrieving a manifest longer than the output display area
FIX: Addressed several situations where it might be possible to display the left half of an inventory item tile twice instead of the entire tile
FIX: Projectile spread area visualization no longer contains occasional holes at certain angles and distances
FIX: Certain critical effects repeated on their own line in max detail combat log could instead appear as empty line
(don't worry about any typos or whatever in the changelog--this is a prerelease and it's not complete or reviewed)
No additional visual highlights to share here, since most of the recordable features I've already shown in earlier posts, for example this one.
As the tracking change is an EXPERIMENT, it could be reverted depending on the results, but if it does go through, I have a list of further changes that will end up needing to happen as a result of that. This includes both some balance considerations and also just basic things like the tutorial messages and related lore--none of those extra things have been updated yet, though they're not important while simply testing out the core feature.
Get Beta 15 X1
On Steam, Beta 15 X1 is located on the new beta branch "beta_15_x1" accessible with the code "EnhGladiatorCannon", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 15 cycle notification list. (This is a new list being created from scratch since Beta 14 development ended.)
Saves are not compatible with previous releases.
Additional hotfixes may come for this release, unannounced except to append a notice here and via an announcement in the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and listed here.
(If you're using wizard mode, a new key has been added to the page for Beta 15.)
Update 241106a
Important hotfix!
FIX: Friendly Fire score modifier was being applied incorrectly
FIX: Disruption disabling Cogmind parts did not update the item active state in the UI
Saves are compatible, and in the case of the scoring issue, if you currently have a 241104a run in progress, loading it into this newer version will retroactively correct your score so it won't be so ridiculously negative xD
Update 241112a
I've updated X1 again after my latest stream, and saves are still compatible, just some adjustments very relevant to what we're testing here :)
MOD: Updated behavior for exterminations/assaults
The run I continued today was also pretty neat, checking out some of the new legs and talking design and whatnot.
Comments
There already is.
Kyzrati
2024-11-05 23:29:38 +0000 UTCMore common? So there will be a source of them besides botcube researcher man?
Plasmoid Dude
2024-11-05 15:51:27 +0000 UTCWell primarily it gives them their own entry in the scoresheet data, rather than just being a "Mutant" as they were before. I was on the fence about it when first implementing them so I just made them a mutant at first, but I think they're important enough, and will be at least a little more common at some point, so they deserve it.
Kyzrati
2024-11-05 13:19:15 +0000 UTC"MOD: Botcubes have their own robot class" Huh interesting. Is there a specific reason you did this?
Plasmoid Dude
2024-11-05 07:53:25 +0000 UTC